Without going into excruciating detail, the party confronted the apparent demon, moved down an Ancient corridor beneath House Ahzenbakh (Tyb in 2D Shadow-form throught the rest of the battle), Ashta fought the unseen baddie in Psychic combat (doing a good chunk of its DP total), the rest fought skeletal mooks, and then were confronted with a fairly wimpy Shorrannin which was slain.
Ashta psych-blasted it one last time and tore through its non-mind only to reveal thousands of its Hive-siblings suddenly looking back at her. Its carcass self-destructed injuring everyone, especially Skelk and Rhur who were not in sealed e-shealth Scout suits, and then the tesseract labyrinth began to collapse in upon itself.
The party not only managed to escape, but saved the KO'd cavorters and pre-sacrificial kids, but lady Miren, with implicit authority from the Governors, killed her sorceress mother, Dame Diem. The Governors asked Miren for (and were granted) permission to take over the mansion so as to better safeguard the site, as it was still extra-dimensionally unstable.
End of that adventure.
Beginning of next adventure:
The Aelbaan Sphere, having been nearly destroyed by fighters launched from the cloaked ship in orbit, had been repairing itself and hadn't been able to assist Ashta since they'd entered the sea cave. It asked to be transported to the Shadow Plane where it wouldn't be fighting gravity to repair its various micro-fissures. Tyb couldn't do it alone and went off in search of assistance, meeting the Shlzm. This group describes an army of human worshippers of a demon-god raiding their underground realm, and secures the aid of the party in exchange for their Shadow-transport of the Sphere.
He also meets a very loony Dryvv woman named Kyllia who is essentially a historical quasi-goddess who offers a number of her handmaidens to accompany Tyb in his future raid of the Aelbaan starship (in exchange for a drop of Ahni's [and by extension, Tyb's] blood). Kyllia is whispering into her slumbering Grand-(or great-grand-)-father's ear about wanting to have possession of (one of) Tyb's timelines. Tyb is given an inky copy of the Myth of Power, the mythified history of the pre-Dryvv, proto-Dryvv, and Dryvv peoples. It can be manifest as a regular tome, or can be 'read' in his mind's eye as a (searchable) running film narrative of the contents.
Ashta, Mela, and Tyb confer and determine that the demon was in fact a psionic delusion/illusion generated by the Shorrannin. And also that the Aelbaan are aware of their possible defeat at the hands of the party, and are moving against them, fearing that Ashta and Tyb will learn to unify their power. This is then vaguely set against the background of the Dryvv' interest in Tyb's timeline, and his metacosmic relation to another character of his from my Pathfinderish off-the-rails game that preceded my running UWoM for them.
The party are now in the Endgame of followers, land holdings, and approaching lord/dameship.
Fight on! :)
A blog for The Urutsk Cycle and Related Subjects,
including the URUTSK: World of Mystery RPG.
Shipwrecked survivors of a galaxy-spanning empire (ruined when the core exploded) settle upon a wetlands world occupied by humans and other species. They then poke through ruins of their Ancient ancestors as they strive to regain space and then, starflight.
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Showing posts with label Dryvv-Aelbaan. Show all posts
Showing posts with label Dryvv-Aelbaan. Show all posts
Sunday, March 7, 2010
Saturday, October 31, 2009
[Playtest Campaign] Friday, 30th, October-
Still in the vast subterranean chamber abutting a black river => They went to investigate the submarine => Entered a maze-like sprawl of Disneyworld-esque 'cute buildings' => Battled a Water-Weird sort of thing that 'Fumbled' and decided that the party wasn't worth that sort of abuse => Found magic items => Met deformed folk interested in their doings => Pressed on and found a 'pit' that looked like something had simply scooped-out a section of the vast faux-village, but was still radiant blues in the Dark- and Ultravisual spectra => Skirted the pit => Ran afoul of more mutant Dryvv-like creatures, but scared them off with bright lights => Found a vast highway trailing off into the water due to the displacement shearing => Beset by more mutants who warned them of the deadly beast (sub) and its poison breath => Story recounted of the sub's core being ejected and causing the pit => The vessel's AI contacted and the 1325 year decontamination-process begun => The escape pod least affected, and jettisoned to roll onto the shore => Delver understands this to be Aelbaan technology and enteres the craft, passing through an energy screen => The others see Delver transform in a flash of light as he passes through the screen: He grew 7" and put-on 35 or so pounds (he now stands 7'2") => Tybalt, also talking to someone he thinks is the AI, is urged to kill Delver, and in return, the party would be rewarded by the agency from which the voice said Delver had gone rogue. Cliffhang...
Thursday, October 29, 2009
[Playtest Campaign] Last Friday (23rd)-
While maintaining some modicum of tact, I shall not dwell on my calendar age, but will say that yesterday I had one of the less interesting birthdays.
--Good food, a friend slogging with me through long minis combat playtest for another friend's soon to be released system, and my mom making sure to make it feel like a birthday.
---Still feel like the wind has been knocked out of my sails, since Pop's death. Whew.
I know most folks don't like long game reports, so here's last session's overview:
* Mela Mela's tinkering with the two-headed dog saliva's property to regenerate the dogs' wounds, and the properties of Tybalt's pod-faery-daughters'-pods leads to a breakthrough of 'universal' regeneration, which she is developing into an unguent.
--This then leads to an expedition to the island from whence the pods were harvested, except that the island is renowned for phasing in and out of the Mundane Realm, and no one knows exactly where it is, only that it is between four other islands, each rather distant from each other, and in an even shallower region of the Middle Sea (also known as the Storm Plain). This trek requires yet another shallower-draught ship, and takes a few weeks and about 10k count invested in its success.
* The nearest of the islands in the triangulating quad is inhabited by a neolithic people whose creation myth is one of emerging from the ground about two thousand years ago (early in the Mad Spring, after the Black Winter, or The Scourging, etc.), and speak of monsters from the night sky who descended and wrought terror and hardship upon them for centuries. At that, Ashta, the descendant of the Superstructure Technician, sees that the flat smear of an island is dotted with remnants of some metalloid material, now long corroded and turned to a sort of granular foam -- implements and a mental reconstruction of the airstrip is verified by Tybalt (Engineering descendant) and Delver (the increasingly more-Aelbaan WI Vrun).
* Ahni, a polished-obsidian shadow-faery (about 8" tall at the time), steals Delver's distilled liquid 'mummy-spice' (the remains of his more-Aelbaan Qhattanian ancestors), and Jaunted away with it down to the floor of the crevasse. When next she was spotted, 'fully grown' to adult human height, she Jaunted away with Mela and brought her to a wall in the cavern where a very regular sound and the sensation of a draught could be felt. The other party members meet up with them and then puzzle-through the alien tech-interface.
* A liche contacted Delver through the interface, and they ran afoul of each others arrogance, and a new enemy was made.
* The wall proved to be a door, and provided entrance to a vast subterranean city --the 'computer' interface still active. It is puzzled together that the site represents a non-contiguous starship whose parts were phased into any open space that could house the individual spaces of the ship. This means that the very large craft (smaller than the Warden, for instance, but not by much), is scattered 'intact' in chunks, throughout about a one-thousand XsM radius, in a sort of elongated spade pattern, due to the steep angle and speed of the intentional dispersion -- a function of the vessel's Shadowdrive.
--Megadungeon enough for y'all?
* A female alchemist of a slate-grey skinned species, the Dryvv Aelbaan, helped the PCs for the usual payment in literal blood. The encounter also cemented the PCs in this game to events 'next door' in my old Pathfinder Beta game, which flipped my SO's lid for a bit. :)
* A battle with the undead minions of the liche was interesting, but went primarily in the PCs' favour, especially with the undead constabulary of the 'city' operating in the protection of Delver, the 'Diplomat' as the Interface refers to him.
* A submarine vehicle is the prize, but the party falls back to the entrance with plans to bring the island under their control through Delver's shipping company.
--Good food, a friend slogging with me through long minis combat playtest for another friend's soon to be released system, and my mom making sure to make it feel like a birthday.
---Still feel like the wind has been knocked out of my sails, since Pop's death. Whew.
I know most folks don't like long game reports, so here's last session's overview:
* Mela Mela's tinkering with the two-headed dog saliva's property to regenerate the dogs' wounds, and the properties of Tybalt's pod-faery-daughters'-pods leads to a breakthrough of 'universal' regeneration, which she is developing into an unguent.
--This then leads to an expedition to the island from whence the pods were harvested, except that the island is renowned for phasing in and out of the Mundane Realm, and no one knows exactly where it is, only that it is between four other islands, each rather distant from each other, and in an even shallower region of the Middle Sea (also known as the Storm Plain). This trek requires yet another shallower-draught ship, and takes a few weeks and about 10k count invested in its success.
* The nearest of the islands in the triangulating quad is inhabited by a neolithic people whose creation myth is one of emerging from the ground about two thousand years ago (early in the Mad Spring, after the Black Winter, or The Scourging, etc.), and speak of monsters from the night sky who descended and wrought terror and hardship upon them for centuries. At that, Ashta, the descendant of the Superstructure Technician, sees that the flat smear of an island is dotted with remnants of some metalloid material, now long corroded and turned to a sort of granular foam -- implements and a mental reconstruction of the airstrip is verified by Tybalt (Engineering descendant) and Delver (the increasingly more-Aelbaan WI Vrun).
* Ahni, a polished-obsidian shadow-faery (about 8" tall at the time), steals Delver's distilled liquid 'mummy-spice' (the remains of his more-Aelbaan Qhattanian ancestors), and Jaunted away with it down to the floor of the crevasse. When next she was spotted, 'fully grown' to adult human height, she Jaunted away with Mela and brought her to a wall in the cavern where a very regular sound and the sensation of a draught could be felt. The other party members meet up with them and then puzzle-through the alien tech-interface.
* A liche contacted Delver through the interface, and they ran afoul of each others arrogance, and a new enemy was made.
* The wall proved to be a door, and provided entrance to a vast subterranean city --the 'computer' interface still active. It is puzzled together that the site represents a non-contiguous starship whose parts were phased into any open space that could house the individual spaces of the ship. This means that the very large craft (smaller than the Warden, for instance, but not by much), is scattered 'intact' in chunks, throughout about a one-thousand XsM radius, in a sort of elongated spade pattern, due to the steep angle and speed of the intentional dispersion -- a function of the vessel's Shadowdrive.
--Megadungeon enough for y'all?
* A female alchemist of a slate-grey skinned species, the Dryvv Aelbaan, helped the PCs for the usual payment in literal blood. The encounter also cemented the PCs in this game to events 'next door' in my old Pathfinder Beta game, which flipped my SO's lid for a bit. :)
* A battle with the undead minions of the liche was interesting, but went primarily in the PCs' favour, especially with the undead constabulary of the 'city' operating in the protection of Delver, the 'Diplomat' as the Interface refers to him.
* A submarine vehicle is the prize, but the party falls back to the entrance with plans to bring the island under their control through Delver's shipping company.
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